If you recommend playing a Wizard to a player who wants to play Batman, you have no business making recommendations.
My group averages about 18 months.
Right now we're 3/4 way through book 5 of Reign of Winter. We should finish book 6 by the end of July.
Then it's on to Ruins of Azlant (? think that's its name)
Angel Hunter D wrote:
There's a 5th camp.But we're pretty quiet, content to read this stuff & just shake our heads. We believe that if your group is having problems with _______, then it's your own fault/your DMs fault.
Because there's all kinds of things you can do in these games. All kinds of ways to play. Just because you CAN do something though =/= you must do that.
Now I know, some of you will respond that you play in the PFS. Well, once again, your own fault. You've chosen to play in a game that's not your own. Where you don't get a say in the options.
Don't bother explaining how DR works vs your monsters/NPCs.
Don't bother explaining it over & over to the players about their characters. Jut tell them the adjusted damage total. Or just a total.... If they ask about the DR? Just tell them you already did the math.
"I think it warrants some discussion though over what is more important to be a paladin.
Being of a particular alignment, or upholding a virtuous code?"
It's both. It's a combo package. If you can only achieve one or the other, then you're not a paladin. You might want to be a paladin though.... And that will certainly make for an interesting character to play. But you shouldn't be rewarded with a classes abilities for not meeting the criteria of the class.
That said? Talk to your individual DM.
But the rules of the game should not be changed overall to support this.
Some of us would allow this (depending on item), some of us wouldn't.
But the person who's answer actually matters is your DM....
This, by the way, is ALWAYS the answer (unless you're playing in the PFS).
So make your case to the DM, don't be annoying about it, & accept their ruling.
1) If the DM won't tell you his reasoning, ask the other players. There may well be a few interesting stories attached....
2) Don't worry about it. Get creative with stuff he hasn't banned (there's PLENTY to work with). If you do this well you might impact future banned lists. :)
3) I don't see any feats on this list. You should ask him about those.
4) If possible, take the leadership feat & seek out a Deck of Many Things. :)
5) If you get the sense that the DM is afraid of player creativity or such, mess with him by asking for or taking something innocuous - like an unbreakable quarterstaff.
At the end of the game he finally asked, admitting it'd been driving him nuts.
Mark Hoover 330 wrote:
How much is enough?
As a player I've always found that to be the intersection where the stats/stat increases/feats/GP I'm investing doesn't interfere with anything else I want my character to do.
As the DM? I don't care how much DPR a player invests in. I might think it's a waste of resources/options after a point, but I'm not the one playing the character....
You'll love this one.
Many many years ago playing 1e AD&D I had a player try & trick me. I figured out his scheme & had a nasty surprise waiting for him at the end. :)
Once upon a time Brian read some article about how to become a Lich in a Dragon Magazine issue. He decided that he wanted his next character to become a lich.
So from day one of this campaign he set about making that secretly happen.
This took nearly 3 years of weekly play (about 5 hrs per session).
For a good long while (about 1/2 the campaign)I had no idea what he was up to. I hadn't read that issue of Dragon. I just knew that he was collecting some weird components.
And so after almost 3 years of gaming the big day arrives. Brian's Cleric/Wizard finishes all his prep, retreats to his secret & warded lair, mixes his potion of super lich poison, drinks it, chooses to fail his save.... And dies.
All this time, all this effort, all this secrecy, millions of xp - and his character essentially commits suicide.
Boy I wish I'd had a camera handy. Because to this day I can't properly describe the stunned look of complete surprise + rage.
And on that day Brian learned a valuable lesson: TALK to your DM.
Douglas Muir 406 wrote:
My group ended up spending 3 days in Heldren.
But that's not where we began this adventure. I didn't want the players to realize that they were entering the RoW AP when they created characters so I set the game up as a Taldor based political campaign. I had the PCs start as members of Lady Argentea Malassenes' escourt & they got ambushed on the road by Rokars bandits (who had nothing to do with the winter portal). The bandits took the PCs, Lady Argentea, and another noble NPC I added, prisoner. Holding them in the lodge. The other NPCs in the entourage were killed.
While the PCs were prisoners (and healing up from negative HP) 2 things happened.
#2 really prompted the PCs to make an escape attempt - despite not having all the HP they'd like. :) They could sit & freeze or try something....
So my group encountered about 1/2 the encounters between town & lodge in reverse order and pretty much without winter gear. :)
They escaped the winter bubble & reached Heldren. They got to spend 3 days there recuperating, sending out messengers, etc.
Now, better equipped, the party faces the other 1/2 of the encounters between town & lodge, finds the winter portal, & determines they have to enter it in pursuit of the missing noble.
Douglas Muir 406 wrote:
I tinkered with these some.* The 2 zombies became frozen ghouls. They started out as two of Lady Argenteas ladies-in-waiting, died horribly in the ambush, were re-animated by Rokar & then he threw the still living valet in with them and barred the door. This was all the more horrible because the PCs knew all three of these NPCs thanks to a prior session of RP.
* Log & chest trap - I deleted this one. I just relocated the loot to the lodge & the PCs found it while escaping.
* Tatzlwyrm - I kept this & tried my best to kill the PCs with it.
* Snowdrift & sprites - Again, I did my best to kill the PCs. They learned tiny fey are dangerous. :)
* The talking stag/atomie - This one never became a combat encounter as I was just having fun with the RP portion of it & the PCs weren't hostile. So I figured why ruin a good encounter & just rolled with it. The PCs ended up getting some info that was useful later in book 1 & 2.
* The snowman & ice elementals - this was a fun fight. Especially as I used an Olaf figure from Frozen for the snowman.
* The crossbow trap I left as written.
*The undead Quadirans? I changed those to Rokar Bandits who'd become wights.
Overall the PCs managed well enough. No-one died & the players all agreed that the 1st part of this book had been a real challenge and that the RP was good.
1) Very useful for book #2. Especially the map.
The Winter witch Archtype & PRC being mechanically good/bad/other isn't my concern as the DM.
You're looking at this wrong.
The party doesn't have to kill the dragon. Doesn't have to go anywhere near it's tower. Or help Solveig & her revolutionaries in any way.
The character that does have a vested interest in killing the dragon, entering it's lair, & setting off the revolution? Solvieg.
And if you still want a dragon fight? That's fine. Logrovich (maybe a bit wounded) can show up to help Nahzeena once the PCs reach her.
Just a few questions about your choices.
1) Why rebuild Lady Argentea as a changling oracle? How are you working that into the story?
2) And are you aware that in book two there's an encounter with a doppleganger who's copying Lady Argentea? The witch that controls the Pale Tower intends to replace Lady Argentea with this creature & infiltrate Taldor nobility.
If all goes well I'll be DMing this one as a sequel to our current RoW campaign.
The gave me a trio of House Malassene knights (one cavalier, one paladin, & one 3.5 war-mage, all human) & a 1/2 elf druid (who was serving as the houses animal master). All loyal natives of Taldor & all with ties to the nobility.
By the time they make it back home (based on the speed we play) 3-4 volumes of this AP should be out. :)
"Oh, look what's been happening while you were away...."
Of course I'm going to have to re-work some of it to account for the characters being 14th lv or so.
I've no xp with Roll20 etc. But I'm as likely as not to make up my own content. Just depends upon the mood I'm in really.
Also, how often do you find the GM just "re-skinning" published content?
Depends what is as to how hard/how much the DMs I know (including myself)are willing to re-skin something.Re-purposing a dungeon to another location? Happens a lot. In fact, in my Reign of Winter campaign, there's a very good chance the party is about to go off on a side trek to some ruins this week or next. I don't have time to actually write something so I'm just going to pull something off the shelf and swap out a few monsters for ones more appropriate to the region.
Re-writing an entire AP to another area of the world? Much harder. So done much less often.
Have any GMs found there is resistance to custom content set in the published world? For example, if a particular region of Golarion is well "explored" through various AP's, etc..., but you as GM want to take the region in a different direction, have you had players object because what you are trying to do isn't "canon?"
I only have two players who're moderately well versed in Golarion. The rest? Not so much....But I've run into this a few times with the Forgotten Realms/Greyhawk/Dragonlance settings in Dungeons & Dragons because of all the novels printed over the years.
My answer to these people is simple. I DON'T CARE. I haven't read everything out there concerning ______. (especially not crappy novels by authors I know I don't like) And I'm not going to. Nor am I beholden to whatever someone else dreamed up. I'll take the bits & pieces I like & go from there.
I've always found it to be about as much work either way. So it mostly depends upon my mood at the time wich route I go.
Looking forward to this one.
1) Concerning the NPC: In D&D (2e) there was a male version of a Medusa (forget what they called them). Their power was Stone-to-Flesh.The females petrified victims, victims were then broken up into chunks, then the males turned the chunks of stone back into tasty flesh.
I assume this creature exists in 3x. Maybe even here in PF?
So you could have a select few nomads in each group be one of these guys (mechanically). Maybe even 1 in so many woman possess the Medusas' petrifying power. That way you don't have to give them anything more than a HD or so + whatever (if any) other class abilities.
2) On the PCs selling the Stone-to-Flesh mcguffin & getting really rich....
I'd have to say no.
As a player? I only create a new character as needed. This takes me about a week, with most of that time spent pondering non-mechanical aspects.
As a DM? When I create the npcs I need, I start with the non-mechanical stuff. Like creating a character for a book. Then I fill in the mechanical details as I need them. them
Chess Pwn wrote:
Personally I think it's worse when more than 1 person is doing it....It's like trying to herd cats - who've all grown superpowers.
Sure, I CAN rebalance things 3, 4, 5+ ways to account for each persons style of OP. But it's easier when I only have to do it once.:)
So what do you want them to do? This is D&D (even if you spell it PF). Things like magic armor & weapons are just a given....
A long time ago, '88-89/90, we're playing AD&D. 1e shifting into 2e.
So he didn't say a single word of the plan to me. Ever. In two years+ of play.
Wich is a mistake. Because you need the DM involved for such things!
Well, eventually I caught on. Still though, no word from the player....
So I just let it continue. Even let him enchant the phylacerty.
The stunned look on his face as he realized he'd just suicide a 17th lv AD&D character was priceless.
After that boy was he mad that I'd stung him along for almost 2 years. :)
I roll in the open. Because:
The 1st thing I'll do is read the entire AP all the way through.
During actual play I simply roll with whatever the players do. This often leads to writing additional materiel about a week ahead of the PCs.... Eventually things swing back towards the AP.
Nope. Take the self-proclaimed ex-player at his word & find somewhere else to run your game for next week. Don't discuss it with him. Don't tell him anything about the game or where/when its now hosted.
Pathfinder is my game of choice because..... It's Sunday.
The group of friends I play with on Sunday generally prefers PF.
The last/current campaign (where I'm a player) - the DM specifically wanted to use the PF Mythic book. So PF it was.
Our game sessions tend to be relaxed, wandering, affairs to begin with.Just give us 20 minutes or so & we'll probably digress into a discussion of GoT, real life stuff, football/baseball, terrible movies, etc. So no need to call a break. Ones always around the corner. :)
It's amazing how much I can brainstorm as we waste 15 minutes going on about some of this stuff though.
But it doesn't hurt that I've already identified the most likely points of deviation in the sessions plan & considered 3 likely responses....
I've taken the feat 3 times in our PF games.
I took the feat mostly because I could. When we hit 7th? lv the DM said he'd allow ONE person to take it. And that it was a one time offer. Take it now or never. The other players had different plans in mind for their characters builds. I didn't really have anything in mind, but it seemed foolish to let a one time offer slip by. So I became the leader of an angry mob.
2nd & 3rd time:
Character #1 - a Chelexian Cavalier/Hell Knight. His goal in fighting in the current crusade is to aquire an immense power (mythic, achieved)and to recruit a veteran force from amongst the Worldwound crusaders in order to lead a rebellion against House Thrune & Hell itself. He HATES that his homeland is shackled to Asmodeus. He intends to see this arrangement ended.
Character #2 - a tiefling (devil ancestory) wizard (divination) also from Cheliax. When the pair began play she was a prisoner geased to serve the Hell Knight(well, rather his chapter...). She has since broken that enchantment, found that she likes the paladins, & has been slowly shifting her alignment towards good.
In our current game we're using the Mythic rules. We hit 4th tier. I took my +2 stat increase to my Str. On a Str.7 wizard. Now I'm a Str.9 wizard!:)
And no, with or without items, none of my other stats are maxed out. Highest stat (INT) is still only 17.
The rest of the group rightly assumes I've some reason for doing this, though nobody has asked what it is. (they know they'll find out the why in good time & that it'll fit the story)
(Based on a very cool mini I made, I intend to MC the character into either cleric or maybe even paladin in a few levels based on how the RP works out. The mini is clearly wearing plate armor. And I just don't see a STR.7, or even my current 9,supporting that....)
My own Cavalier is of this variety. Most of his adventuring has occurred on foot. I have a slew of teamwork feats & group effect abilities going on - though I have spent some resources on mounted combat. He's effective enough.
Clearly a new player.... Whatever she plays she should start by reading the book/class & knowing what her spells, abilities, etc do.
Next you 3 should talk about your characters so you'll know in advance if someone'll be prone to certain actions.
You can't stop her from doing x. Only some RL xp can do that.... But you can plan around it.:)
I'd have RP'd the NPC asking them why they weren't concerned about their friends.
What's the thing supposed to be doing? Standing guard, patrolling, just something you meet?
Because as a player? When I'm faced with something that seems nigh invulnerable I start looking for alt ways to deal with it other than just damage.
Sorry, you're going to have to fill in the misc details, allocate skill points, etc.
I bet you could do better if you sat down as a group & had a character creation session....
I have a 10th lv Cavalier/Hellknight who has leadership.
So every one of his current followers are fighters/cavaliers/even a few paladins. Absolutely no menial laborers, fans, NPC classes etc in my force.
Later on I'll need to allocate some followers to menial tasks, but that won't be any time soon.
Degree of DM involvement as well. If the DM takes a hands off approach & just lets a player do whatever they want? Then problems will likely ensue.